Commit graph

70547 commits

Author SHA1 Message Date
Jyrki Vesterinen
80d42597b8 Remove new_haloes
New haloes were sometimes added to both new_haloes and invalidated_haloes,
and were therefore rendered twice in the same frame. As a result, the halo
added itself to its unrender buffer, and therefore remained on screen even
after unrendering.

Eliminating the entire new_haloes set fixes the issue. Fixes #2187.
2017-11-12 19:21:01 +02:00
Jyrki Vesterinen
f065b91708 Stop creating invisible pseudo-haloes for [item]s
It makes halo code significantly easier to debug in the test scenario
when there isn't dozens of these around.
2017-11-12 19:16:33 +02:00
pentarctagon
c9c0a9e762 Add extra_flags to cmake. 2017-11-13 00:23:02 +11:00
Charles Dang
417134a942 EI: further improvements to throne room map
[ci skip]

Carpet, sconces, etc.
2017-11-12 16:00:13 +11:00
Charles Dang
87ca6135b1 Editor: don't refer to 'this map' in quit prompt if current map is not modified 2017-11-12 15:53:25 +11:00
Charles Dang
a2327fa199 Revert "Remove an unnecessary layer of indirection"
This reverts commit cdec9b2a7a. This commit broke selection of different
brushes in the Editor. Using a single pointer means changes to the brush pointer in editor_toolkit aren't
reflected in the action objects.

The double pointer isn't the cleanest code, but I'm not sure how to improve it.
2017-11-12 15:37:09 +11:00
sigurdfdragon
61c33f9c4c HttT S19c: Give player a head start on leveling the sergeant 2017-11-12 14:36:40 +11:00
sigurdfdragon
1f77738ef3 HttT S20b: Adjust Saurian gold & income now that there is underground time 2017-11-12 14:36:40 +11:00
sigurdfdragon
28dad5b425 HttT S20b: Fix team name 2017-11-12 14:36:40 +11:00
sigurdfdragon
2fe0ebe48c HttT S20b: Fix punctuation 2017-11-12 14:36:40 +11:00
sigurdfdragon
9629b59d4a HttT S20b: Set time areas for inside and outside of caves
From Alarantalara in the forums:
https://forums.wesnoth.org/viewtopic.php?f=38&t=32861&hilit=underground+channels&start=15#p475971
2017-11-12 14:36:40 +11:00
doofus-01
75a52bd9c6
Three carpet terrains (#2114)
Squash and merge for three carpets terrain PR.

* Initial commit for carpets.  WML, alignment, and demo only, images are unshaded place-holders.

* adding basic shading and better corner images

* completed shading for existing images

* refined large corner carpet rules

* got rid of some commented out leftovers

* initial commit for cave rug, Iwd

* regular carpet files, incomplete for now

* completed regular rug

* changed cave-rug underlayer to cave path instead of dark flagstones, and changed all rug terrain codes

* fixing some transition WML filtering for Urc (cave carpet)
2017-11-11 18:15:22 -08:00
gfgtdf
fcf8272abf
fix bug in feeding code
wesnoth.current.event_context might not contain all information if the die event was triggered by wml ([fire_event]), this made wesnoth.get_unit error (invalid argument)
2017-11-11 13:50:35 +01:00
gfgtdf
03207ed086
fix #2186 unable to save game in replay mode 2017-11-11 13:32:37 +01:00
Charles Dang
9f386ed563 GUI2: removed GUI_FORCE_WIDGET_SIZE macro in favor of fixed_width/fixed_height keys
[ci skip]
2017-11-11 23:12:14 +11:00
Charles Dang
556331ac3f GUI2: implemented fixed_width and fixed_height keys for all widgets
This is meant to be a cleaner replacement to the [size_lock] widget. Both keys are optional,
in which case the layout engine will assume dynamic sizing for that dimension. Dynamic sizing
will also occur if either the fixed with or height evaluates to 0 or less.
2017-11-11 23:11:24 +11:00
Charles Dang
378b9199ae Moved point wrapper out of GUI2 namespace
I'm not sure if it should become part of the sdl namespace, but for now I'm leaving it out.
2017-11-11 21:49:05 +11:00
Charles Dang
04ffa265d1 Made gui2::point implicitly convertible to SDL_Point
I'm planning on moving this out of the GUI2 namespace and this will allow point objects
to be used with SDL functions that take SDL_Point arguments.
2017-11-11 21:13:20 +11:00
Charles Dang
68ed124449 GUI2: simplified some in-rect checks using sdl::point_in_rect 2017-11-11 21:01:31 +11:00
ln-zookeeper
ec388ebe55 UtBS S06a: Remove mention of use of poison not usually being tolerated 2017-11-10 13:23:56 +02:00
Charles Dang
457d42f200 Removed unused sort_list and iconize_list MP preferences
These have no effect in the GUI2 lobby, nor do I intend to make use of them (plus the lobby has
its own sort controls anyway). I'm assuming they were for the GUI1 lobby.
2017-11-10 14:31:55 +11:00
Charles Dang
68f4d6b290 Revert a part of ecb72d5
I guess boost::multi_index doesn't have emplace on the version of Boost Travis uses?
2017-11-10 13:24:48 +11:00
Charles Dang
71b32cec16 Lobby Main: tweak player list entry borders
[ci skip]

No wonder this list looked messy. The labels didn't have full borders!
2017-11-10 13:05:29 +11:00
Charles Dang
ef23e40d6b MP: clean up e41534d114 to make Soliton happy 2017-11-10 11:56:39 +11:00
Charles Dang
b5e33ec626 MP: removed on-connection handing of unused join_game signal
I can't find any code on the server side that would send this signal, so I'm assuming it must
be a relic of some removed feature. In any case, we don't support joining MP games by bypassing
the lobby.

Note the `if(!received_join_lobby)` check was removed since it could only apply to a case where
join_game was received, since there are only two loop-exit conditions.
2017-11-10 10:17:24 +11:00
Charles Dang
ecb72d5ec4 Made use of T::emplace over T::insert where possible 2017-11-10 08:11:55 +11:00
Charles Dang
5d423ae66b Fixup a77c40f105
Since track_ok is used as a loop control, we need to return true if current_track is null
in order to break out, else we get stuck in an infinite loop.
2017-11-10 07:23:21 +11:00
Nils Kneuper
2c5a2ea20d updated Italian translation 2017-11-09 20:05:35 +01:00
Charles Dang
21395a7925 Fixed the opacity IPF resetting to 0 if the value given was 100% or greater (fixes #2185)
This also restores the 1.12 behavior of bumping the opacity values of semi-transparent pixels
if the opacity is past 100%.
2017-11-10 00:42:13 +11:00
Charles Dang
a77c40f105 Guard against even MORE nullptr dereference (should fix #2153 again) 2017-11-10 00:32:11 +11:00
Charles Dang
e41534d114 MP: wait at the loading screen until initial lobby data is fetched
This does require some more usability improvements in the future, though. First off, this change was introduced
to get rid of that pause when the lobby is first opened before any contents appears. However, this change only
affects the initial connection, not any subsequent returns to the lobby.

Second, this also means the user doesn't have a way to quit to the titlescreen if the data fetching is taking an
especially long time anymore. It was suggested instead of this, we add some indicator to the lobby that data is
being fetched, but I don't know if that's really feasible with our toolkit. Still, we should add some way to exit
the loading screen if this is taking too long.

Lastly (and building on the above, though this is a more general issue), if at any point the server conks out and
doesn't send the lobby data, or a handshake, or anything, there's no way to exit the loading screen at that point.
Need to come up with a solution for that - either a timeout, or an exit button.
2017-11-10 00:09:10 +11:00
Charles Dang
192fbdc173 Config: added function to move children from one config to another
The regular append_children function makes a copy of the applicable child tags. This moves them
from the source to the destination configs. Do note it leaves the source tags empty.
2017-11-09 21:11:59 +11:00
mattsc
3b2077fdc3 Fast Micro AI ai_helper functions: fix rarely occurring bug
When the AI moves a unit out of the way for another unit’s move, it is
occasionally possible for the former unit to use up all its movement
points (e.g. if it has few MP or on narrow crowded maps). If that unit
is on the list to be moved later during the same sequence, this caused
ai_helper.robust_move_and_attack() to return nil, which then made the
Fast Micro AI produce an error message.
2017-11-08 22:33:24 -08:00
mattsc
8d2a3d369b Update Xcode project 2017-11-08 22:25:45 -08:00
Celtic Minstrel
6cda13bec6
Please remember to add labels, everyone! 2017-11-08 20:46:01 -05:00
Charles Dang
f6577886a7 Guard against more cases of nullptr dereferenceing (fixes #2182) 2017-11-09 09:01:59 +11:00
pentarctagon
ad3b3d8d9f Add ability to not create the .scons-option-cache file. 2017-11-08 19:52:04 +02:00
Charles Dang
f1749c8d9b Attempt to silence warning about deprecated stuff in Boost
For some reason, after d7302d684d a warning about Boost's use of gethostbyaddr and appeared
when compiling wesnothd_connection.cpp on Windows. No idea what change in the above commit caused
it, but it seems moving the _WINSOCK_DEPRECATED_NO_WARNINGS define to wesnothd_connection.hpp silences it.
2017-11-08 16:56:18 +11:00
Gregory A Lundberg
6a92a0fdcd Remove unneeded semicolon 2017-11-07 15:18:44 -06:00
Jyrki Vesterinen
a324534a6a Fix Wesnoth prompting for MP server even in local games
Regression from commit 9019074182.
2017-11-07 19:09:03 +02:00
Charles Dang
d7302d684d Refactor general-purpose fetch-server-data-with-loading-screen functions
This fully splits the wesnothd loading screen handling from the network_transmission dialog and
into wesnothd_connection. Much cleaner this way. I've also added wait_and_receive_data as a general
spin-and-wait-for-data-to-come-in function instead of having it local in open_connection.
2017-11-07 20:32:36 +11:00
Charles Dang
e07a32e658 Use an enum for loading screen stages instead of string IDs
This allows for compile-time verification of stage ID names, instead of leaving it until runtime.
It also allows the use of std::atomic for the current stage class variable since we're no longer
using a const-qualified type.
2017-11-07 18:11:05 +11:00
josteph
b26a1bb0be display: Preserve checkbox status when re-creating them
Makes the 'skip animation' checkbox retain its value when redrawing the window.

Fixes #2176.
2017-11-07 16:39:52 +11:00
josteph
3b13fd0fc3 replay: Set 'skip animation' button when pressing its hotkey 2017-11-07 16:39:52 +11:00
Charles Dang
50c9b526a7 Refactor MP connection code to avoid constantly creating loading screens
Previously, the use of the wesnothd_connect_dialog and wesnothd_receive_dialog wrappers meant
multiple loading screen instances were created when connecting to MP. This change means only
one (or two, if the config is reloaded) loading screen objects are created when connecting to
the server. It also ensures the entire connection process (ie, the extent of open_connection)
is done with a loading screen displayed.
2017-11-07 16:36:29 +11:00
Charles Dang
49ecde5299 GUI2/Listbox: prevent selection of invalid rows in click callback (fixup 9902b07519)
This fixes #2178. I'm not entirely sure why, but it's possible for the selected item index
to be invalid here. Added a check to head that off.
2017-11-07 11:12:34 +11:00
Alexander van Gessel
7c5b312d06 Merge branch 'master' of github.com:wesnoth/wesnoth 2017-11-07 00:50:15 +01:00
Alexander van Gessel
8ab8ff702c Fix further possible nullptr dereferences (Fixes #2161) 2017-11-07 00:49:15 +01:00
Gregory A Lundberg
bf8758afde Tell Travis about Boost unit test name change 2017-11-06 13:43:18 -06:00
Gregory A Lundberg
ad01dbd404 Quell CMake Warning CMP005 Deprecated 2017-11-06 20:32:48 +02:00